--- deliantra/server/include/global.h 2006/12/13 18:08:01 1.23 +++ deliantra/server/include/global.h 2007/03/06 19:02:35 1.46 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The author can be reached via e-mail to crossfire-devel@real-time.com -*/ + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The author can be reached via e-mail to crossfire@schmorp.de + */ #ifndef GLOBAL_H #define GLOBAL_H @@ -30,17 +31,6 @@ #include "includes.h" -typedef int8_t sint8; -typedef uint8_t uint8; -typedef int16_t sint16; -typedef uint16_t uint16; -typedef int32_t sint32; -typedef uint32_t uint32; -typedef int64_t sint64; -typedef uint64_t uint64; - -typedef unsigned short Fontindex; - #include "config.h" #include "define.h" #include "logger.h" @@ -55,19 +45,21 @@ // used only for tagging structure members so scripting languages // can easily parse the include files. -#define ACC_CLASS(name) +#define INTERFACE_CLASS(name) #define ACC(meta,member) member +#define MTH #include "keyword.h" #include "traits.h" #include "dynbuf.h" #include "util.h" #include "shstr.h" -#include "newclient.h" /* This blob, in this order, is needed to actually define maps */ #include "face.h" -/* Include the basic defines from spells.h */ + +#include "spells.h" + #include "attack.h" /* needs to be before material.h */ #include "material.h" #include "living.h" @@ -78,7 +70,8 @@ #include "skills.h" /* Pull in the socket structure - used in the player structure */ -#include "newserver.h" +#include "network.h" +#include "client.h" /* Pull in the player structure */ #include "player.h" @@ -112,23 +105,17 @@ /* Now for recipe/alchemy */ #include "recipe.h" -/* Now for spells */ -#include "spells.h" - #include "funcpoint.h" /***************************************************************************** * GLOBAL VARIABLES: * *****************************************************************************/ -extern New_Face *new_faces; +extern facetile *new_faces; /* * These are the beginnings of linked lists: */ -EXTERN player *first_player; -EXTERN maptile *first_map; -EXTERN region *first_region; EXTERN treasurelist *first_treasurelist; EXTERN artifactlist *first_artifactlist; EXTERN archetype *first_archetype; @@ -137,20 +124,13 @@ EXTERN racelink *first_race; /* - * The editor uses these (will get them out of here later): - */ - -EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */ - -/* * Variables set by different flags (see init.c): */ -EXTERN long warn_archetypes; /* If true, write warnings when failing */ +EXTERN bool warn_archetypes; /* If true, write warnings when failing */ /* to find archetypes when loading from file */ -EXTERN long init_done; /* Ignores signals until init_done is true */ -EXTERN long trying_emergency_save; /* True when emergency_save() is reached */ -EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */ +EXTERN bool init_done; /* Ignores signals until init_done is true */ +EXTERN bool in_cleanup; /* True when cleanup() is reached */ extern long pticks; /* used by various function to determine */ /* how often to save the character */ @@ -165,25 +145,22 @@ EXTERN archetype *empty_archetype; /* Nice to have fast access to it */ EXTERN archetype *map_archeytpe; -EXTERN char first_map_path[MAX_BUF]; /* The start-level */ -EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */ +EXTERN shstr first_map_path; /* The start-level */ +EXTERN shstr first_map_ext_path; /* Path used for per-race start maps */ EXTERN char errmsg[HUGE_BUF]; EXTERN long ob_count; /* * Used in treasure.c */ -EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; +EXTERN archetype *ring_arch, *amulet_arch, *staff_arch, *crown_arch; -extern std::vector animations; -EXTERN int num_animations,animations_allocated, bmaps_checksum; +EXTERN std::vector animations; +EXTERN int num_animations, animations_allocated; +EXTERN uint32_t bmaps_checksum; -/* Rotate right from bsd sum. This is used in various places for checksumming */ -#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; - - -#define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]] -#define GET_ANIMATION(ob,anim) (animations[ob->animation_id].faces[anim]) +#define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim] +#define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] #define GET_ANIM_ID(ob) (ob->animation_id) /* NUM_ANIMATIONS returns the number of animations allocated. The last * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object @@ -198,18 +175,20 @@ extern int rightof_x[9], rightof_y[9]; extern int leftof_x[9], leftof_y[9]; -extern New_Face *blank_face, *empty_face; -extern New_Face *dark_faces[]; -extern New_Face *smooth_face; +extern facetile *blank_face, *empty_face; +extern facetile *dark_faces[]; -extern NewSocket *init_sockets; +extern client *init_sockets; + +extern void emergency_save (); +extern void cleanup (const char *cause, bool make_core = false); #include "libproto.h" #include "sockproto.h" #define decrease_ob(xyz) decrease_ob_nr(xyz,1) -ACC_CLASS (Settings) +INTERFACE_CLASS (Settings) struct Settings { char *ACC (RO, logfilename); /* logfile to use */ int ACC (RW, csport); /* port for new client/server */ @@ -238,7 +217,6 @@ uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */ uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */ uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */ - int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */ uint8 ACC (RW, set_title); /* players can set thier title */ uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */ uint8 ACC (RW, search_items); /* search_items command */ @@ -247,8 +225,7 @@ uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */ uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */ uint8 ACC (RW, real_wiz); /* use mud-like wizards */ - uint8 ACC (RW, recycle_tmp_maps); /* re-use tmp maps. */ - uint8 ACC (RW, explore_mode); /* explore mode allowed? */ + uint8 dummy_000; uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ char *ACC (RO, rules); /* name of rules file*/ @@ -264,9 +241,6 @@ uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */ uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */ - char *ACC (RW, emergency_mapname); /* map to return players to in emergency */ - uint16 ACC (RW, emergency_x), ACC (RW, emergency_y); /* coordinates to use on that map */ - int ACC (RW, max_level); /* This is read out of exp_table */ float ACC (RW, item_power_factor); /* See note in setings file */